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linuxdistro-roguelite/Assets/Scripts/Combat/DamagePipeline.cs
T

149 lines
5.7 KiB
C#

using KernelPanic.Core;
using UnityEngine;
namespace KernelPanic.Combat
{
public readonly struct DamageRequest
{
public DamageRequest(
CombatantState source,
CombatantState target,
int amount,
Language language,
bool trueDamage,
bool canCrit)
{
Source = source;
Target = target;
Amount = amount;
Language = language;
TrueDamage = trueDamage;
CanCrit = canCrit;
}
public CombatantState Source { get; }
public CombatantState Target { get; }
public int Amount { get; }
public Language Language { get; }
public bool TrueDamage { get; }
public bool CanCrit { get; }
}
public readonly struct DamageResult
{
public DamageResult(int finalAmount, bool targetDefeated, bool wasCritical = false, int absorbedAmount = 0, int shieldDamage = 0, int uptimeDamage = 0, int incomingAmount = 0)
{
FinalAmount = finalAmount;
TargetDefeated = targetDefeated;
WasCritical = wasCritical;
AbsorbedAmount = absorbedAmount;
ShieldDamage = shieldDamage;
UptimeDamage = uptimeDamage;
IncomingAmount = incomingAmount;
}
public int FinalAmount { get; }
public bool TargetDefeated { get; }
public bool WasCritical { get; }
public int AbsorbedAmount { get; }
public int ShieldDamage { get; }
public int UptimeDamage { get; }
public int IncomingAmount { get; }
}
/// <summary>
/// Single damage chokepoint for shield, uptime, damage events, and defeat decisions.
/// </summary>
public sealed class DamagePipeline
{
public DamageResult DealDamage(DamageRequest request)
{
if (request.Target == null || request.Target.IsDefeated)
{
return new DamageResult(0, false);
}
int amount = Mathf.Max(0, request.Amount);
amount = ApplyFlatAdditions(amount, request);
amount = ApplyMultipliers(amount, request);
amount = ApplyCrit(amount, request, out bool wasCritical);
amount = ApplyResistancesAndWeaknesses(amount, request);
int finalAmount = ApplyShieldAndUptime(amount, request, out int absorbedAmount, out int shieldDamage, out int uptimeDamage);
GameEvents.RaiseDamageDealt(new DamageDealtEvent(request.Source, request.Target, finalAmount, request.Language, amount, absorbedAmount, wasCritical, shieldDamage, uptimeDamage));
bool defeated = false;
if (request.Target.CurrentUptime <= 0 && !request.Target.IsDefeated)
{
request.Target.IsDefeated = true;
defeated = true;
GameEvents.RaiseCombatantDefeated(new CombatantDefeatedEvent(request.Target));
}
return new DamageResult(finalAmount, defeated, wasCritical, absorbedAmount, shieldDamage, uptimeDamage, amount);
}
private static int ApplyMultipliers(int amount, DamageRequest request)
{
if (request.Source != null && request.Source.IgnoreDamageMultipliers)
{
// Mint V1+ ignores multiplicative damage modifiers. Mint V4 still allows flat
// bonuses before this step; no flat buff status exists yet, so the flag is a hook.
return amount;
}
int multiplier = request.Source == null ? 100 : Mathf.Max(0, request.Source.DamageMultiplierPercent);
return Mathf.RoundToInt(amount * (multiplier / 100f));
}
private static int ApplyFlatAdditions(int amount, DamageRequest request)
{
if (request.Source != null && request.Language == Language.JavaScript)
{
amount += Mathf.Max(0, request.Source.JavaScriptFlatDamageBonus);
}
return amount;
}
private static int ApplyCrit(int amount, DamageRequest request, out bool wasCritical)
{
wasCritical = false;
if (!request.CanCrit || amount <= 0 || request.Source != null && request.Source.forceMaxRolls)
{
return amount;
}
wasCritical = RandomRoll.RollRange(1, 100, new RollContext(request.Source)) <= 25;
return wasCritical ? Mathf.CeilToInt(amount * 1.5f) : amount;
}
private static int ApplyResistancesAndWeaknesses(int amount, DamageRequest request)
{
// TODO: Enemy resistances/reductions are not authored yet. Mint V5 should re-resolve
// a once-per-combat reduced effect here once those reduction sources exist.
// TODO: Apply enemy language resistances and weaknesses here.
return amount;
}
private static int ApplyShieldAndUptime(int amount, DamageRequest request, out int absorbedAmount, out int shieldDamage, out int uptimeDamage)
{
CombatantState target = request.Target;
int remaining = amount;
shieldDamage = 0;
if (!request.TrueDamage && target.Shield > 0)
{
shieldDamage = Mathf.Min(target.Shield, remaining);
target.Shield -= shieldDamage;
remaining -= shieldDamage;
}
uptimeDamage = Mathf.Min(target.CurrentUptime, remaining);
target.CurrentUptime = Mathf.Max(0, target.CurrentUptime - uptimeDamage);
absorbedAmount = Mathf.Max(0, amount - shieldDamage - uptimeDamage);
return shieldDamage + uptimeDamage;
}
}
}